Loopp/src/looperclip.cxx

435 lines
8.2 KiB
C++

#include "looperclip.hxx"
#include <stdio.h>
#include "config.hxx"
#include "jack.hxx"
#include "event.hxx"
#include "eventhandler.hxx"
#include "audiobuffer.hxx"
#include "controllerupdater.hxx"
#include "timemanager.hxx"
extern Jack* jack;
LooperClip::LooperClip(int t, int s) :
Stately(),
track(t),
scene(s)
{
_buffer = new AudioBuffer();
_buffer->nonRtResize( 4410 );
init();
}
void LooperClip::init()
{
_loaded = false;
_playing = false;
_recording = false;
_queuePlay = false;
_queueStop = false;
_queueRecord= false;
if ( _buffer )
{
_buffer->init();
}
_newBufferInTransit = false;
_playhead = 0;
_recordhead = 0;
}
void LooperClip::save()
{
// ensure there is something in the buffer to be saved
if ( _loaded )
{
char buffer [50];
sprintf (buffer, "LC::save() track %i, scene %i", track,scene);
EventGuiPrint e( buffer );
writeToGuiRingbuffer( &e );
EventRequestSaveBuffer e2( track, scene, _buffer->getAudioFrames() );
writeToGuiRingbuffer( &e2 );
}
else
{
Stately::done();
}
}
void LooperClip::reset()
{
// TODO make the LooperClip reset to initial state
if ( _loaded )
{
char buffer [50];
sprintf (buffer, "LC::reset() track %i, scene %i", track,scene);
EventGuiPrint e( buffer );
writeToGuiRingbuffer( &e );
// set "progress" to zero as there's no clip anymore
jack->getControllerUpdater()->setTrackSceneProgress(track, scene, 0 );
}
else
{
//SaveAble::done();
}
init();
}
/// loads a sample: eg from disk, unloading current sample if necessary
void LooperClip::load( AudioBuffer* ab )
{
_loaded = true;
_recording = false;
if ( _buffer )
{
EventDeallocateBuffer e( _buffer );
writeToGuiRingbuffer( &e );
}
_buffer = ab;
_playhead = 0;
// set the endpoint to the buffer's size
_recordhead = _buffer->getData().size();
char buffer [50];
sprintf (buffer, "LC::load() t %i, s %i, aF %i",track, scene, int(_buffer->getAudioFrames()) );
EventGuiPrint e( buffer );
writeToGuiRingbuffer( &e );
}
void LooperClip::setRequestedBuffer( AudioBuffer* ab )
{
if ( _buffer )
{
size_t size = _buffer->getData().size();
memcpy( &ab->getData().at(0), &_buffer->getData().at(0), sizeof(float)*size);
ab->setID ( _buffer->getID() );
ab->setBeats( _buffer->getBeats() );
EventDeallocateBuffer e( _buffer );
writeToGuiRingbuffer( &e );
}
_buffer = ab;
_newBufferInTransit = false;
}
void LooperClip::recieveSaveBuffer( AudioBuffer* saveBuffer )
{
// copy current contents into save buffer,
size_t framesBySize = _buffer->getAudioFrames();
memcpy( &saveBuffer->getData().at(0), &_buffer->getData().at(0), sizeof(float)*framesBySize);
saveBuffer->setID ( _buffer->getID() );
saveBuffer->setBeats( _buffer->getBeats() );
saveBuffer->setAudioFrames( _buffer->getAudioFrames() );
EventStateSaveBuffer e ( track, scene, saveBuffer );
writeToGuiRingbuffer( &e );
Stately::done();
}
void LooperClip::record(int count, float* L, float* R)
{
// write "count" samples into current buffer.
if ( _buffer )
{
size_t size = _buffer->getData().size();
for(int i = 0; i < count; i++)
{
if ( _recordhead < size )
{
_buffer->getData().at( _recordhead ) = *L++;
_recordhead++;
}
else
{
// break: this is *BAD*, audio data is lost but the buffer isn't here
// yet to hold new audio data so there's no option. This has only been
// experienced during development / testing, not actual usage.
char buffer [50];
sprintf (buffer, "LooperClip t %i, s %i, Error: out of mem!",track, scene );
EventGuiPrint e( buffer );
writeToGuiRingbuffer( &e );
#ifdef BUILD_TESTS
LUPPP_WARN("%s","buffer has no space");
#endif
break;
}
}
}
_loaded = true;
}
unsigned long LooperClip::recordSpaceAvailable()
{
if ( _buffer )
return _buffer->getData().size() - _recordhead;
return 0;
}
size_t LooperClip::audioBufferSize()
{
if ( _buffer )
{
return _buffer->getData().size();
}
return 0;
}
void LooperClip::setBeats(int beats)
{
if ( _buffer )
{
_buffer->setBeats( beats );
}
}
int LooperClip::getBeats()
{
if ( _buffer )
return _buffer->getBeats();
return 0;
}
long LooperClip::getBufferLenght()
{
return _recordhead;
}
void LooperClip::bar()
{
bool change = false;
GridLogic::State s = GridLogic::STATE_EMPTY;
// first update the buffer, as time has passed
if ( _recording )
{
// FIXME: assumes 4 beats in a bar
_buffer->setBeats( _buffer->getBeats() + 4 );
_buffer->setAudioFrames( jack->getTimeManager()->getFpb() * _buffer->getBeats() );
}
if ( _playhead > 0.9 * _recordhead )
{
_playhead = 0.f;
}
if ( _queuePlay && _loaded )
{
LUPPP_NOTE("QPLay + loaded" );
_playing = true;
s = GridLogic::STATE_PLAYING;
_recording = false;
_queuePlay = false;
change = true;
_playhead = 0;
}
else if ( _queueStop && _loaded )
{
_playing = false;
s = GridLogic::STATE_STOPPED;
_recording = false;
_queueStop = false;
change = true;
// set "progress" to zero, as we're stopped!
jack->getControllerUpdater()->setTrackSceneProgress(track, scene, 0 );
}
else if ( _queueRecord )
{
_recording = true;
s = GridLogic::STATE_RECORDING;
_playing = false;
_queueRecord = false;
change = true;
if ( _buffer )
{
_buffer->setBeats( 0 );
}
_recordhead = 0;
}
else if ( _queuePlay )
{
// clip was queued, but there's nothing loaded
_queuePlay = false;
change = true;
}
if ( change )
{
jack->getControllerUpdater()->setSceneState(track, scene, s );
}
}
void LooperClip::neutralize()
{
_queuePlay = false;
_queueRecord = false;
_queueStop = false;
}
bool LooperClip::somethingQueued()
{
if ( _queuePlay || _queueStop || _queueRecord )
{
return true;
}
return false;
}
void LooperClip::queuePlay(bool qP)
{
_queuePlay = true;
_queueStop = false;
_queueRecord = false;
}
void LooperClip::queueStop()
{
// comment
if ( _loaded )
{
_queueStop = true;
_queuePlay = false;
}
}
void LooperClip::queueRecord()
{
_queueRecord = true;
_queuePlay = false;
_queueStop = false;
}
GridLogic::State LooperClip::getState()
{
GridLogic::State s = GridLogic::STATE_EMPTY;
if ( _loaded )
s = GridLogic::STATE_STOPPED;
if ( _playing )
s = GridLogic::STATE_PLAYING;
if ( _recording )
s = GridLogic::STATE_RECORDING;
if ( _queuePlay )
s = GridLogic::STATE_PLAY_QUEUED;
if ( _queueStop )
s = GridLogic::STATE_STOP_QUEUED;
if ( _queueRecord )
s = GridLogic::STATE_RECORD_QUEUED;
return s;
}
bool LooperClip::playing()
{
return _playing;
}
bool LooperClip::getQueueStop()
{
return _queueStop;
}
bool LooperClip::getQueuePlay()
{
return _queuePlay;
}
bool LooperClip::getLoaded()
{
return _loaded;
}
bool LooperClip::recording()
{
return _recording;
}
void LooperClip::newBufferInTransit(bool n)
{
_newBufferInTransit = n;
}
bool LooperClip::newBufferInTransit()
{
return _newBufferInTransit;
}
float LooperClip::getSample(float playSpeed)
{
if ( _buffer && _buffer->getData().size() > 0 )
{
if ( _playhead >= _recordhead ||
_playhead >= _buffer->getData().size() ||
_playhead < 0 )
{
_playhead = 0;
EventGuiPrint e( "LooperClip resetting _playhead" );
writeToGuiRingbuffer( &e );
}
std::vector<float>& v = _buffer->getData();
float tmp = v.at(_playhead);
_playhead += playSpeed;
return tmp;
}
return 0.f;
}
float LooperClip::getProgress()
{
if ( _buffer && _playing )
{
float p = float(_playhead) / _recordhead;
//printf("LooperClip progress %f\n", p );
return p;
}
return 0.f;
}
#ifdef BUILD_TESTS
void LooperClip::setState( bool load, bool play, bool rec, bool qPlay, bool qStop, bool qRec )
{
_loaded = load;
_playing = play;
_recording = rec;
_queuePlay = qPlay;
_queueStop = qStop;
_queueRecord = qRec;
}
#endif